User blog comment:Anobi/If I made a DMC game.../@comment-4798372-20120226054900/@comment-775152-20120226065704

Whenever anyone mentions RPG's and equipment in the same sentence, I automatically default to Dungeons and Dragons, which has a rediculous amount of equipment places and an equally insane number of things to place in said spaces. So that's where that hypothetical item came from. Sorry.

But I'm not trying to discourage you. It's a really innovated idea for the series, I'm just afraid that it would deviate too far from the core concept of Devil May Cry. If we did incorporate armor/accessories in addition to weapons, both melee and firearms, then we're potentially increasing the complexity of the gameplay exponentially. (That's a lot of words ending in "y" in one sentence...) I'm simply piggybacking off of your idea with some of my own twists.

So, some questions: will the armor be change-able on the fly, like Dante's weapons and firearms? Or will they be set from the beginning, like Styles in DMC3? What kinds of weapons do we envision Django having to start, and how do we incorporate them into the controllers? If equipment is changeable during gameplay, do we continue to assume that Django acquires different weapons, a la Dante, or do we switch him to have only 1 set, like Nero? If armor is selected at mission start and not changed during gameplay, how do we make sure the advantages and disadvantages are balanced and easily apparent such that the player isn't distracted from the action?

I guess there's just too much for me to think about right now. I guess if I had to pick, I'd say Django could collect different "demonic hats" that he can wear, which alter how he is played, similar to Dante's styles. Hm. You know, it's not so far-fetched, given that Foxfire already has a magical mask. Maybe Django can channel the spirits in the hats, kind of how Dante and Vergil's Devil Triggers were affected by the devil arms they were holding. Just another thought.